FEATURE ARTICLE  

Iraq Lessons Pervade Army War Games 

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By Sandra I. Erwin 

Insights gleaned from two years of fighting a brutal counterinsurgency in Iraqi cities are being folded into the Army’s strategy to prepare for the next war.

Although senior officials assert that the Army does not intend to try to learn “how to fight the last war,” the lessons from Iraq will continue to underpin military planning for the foreseeable future.

A stark illustration of this trend was a war game conducted last month at the Army War College in Carlisle Barracks, Pa., where officers representing the armed services and allied countries played out a scenario designed to both capitalize on the Iraq experience and engage in an intellectual debate on the limitations of U.S. military power.

The war game, called Unified Quest 2005, benefited from an unprecedented show of military brawn, in the form of a panel of seasoned Army officers who commanded U.S. forces in Iraq and Afghanistan. Among them were Lt. Gen. David D. McKiernan, Lt. Gen. William Wallace, Lt. Gen. Ricardo S. Sanchez, Lt. Gen. Dan K. McNeill, Maj. Gen. Peter W. Chiarelli and Maj. Gen. Martin E. Dempsey.

The panel, known as the “senior observers group,” provided expert advice throughout the game, a multimillion-dollar effort supported by several hundred active-duty and retired officers.

The scenario pitched a U.S.-led “Blue” coalition invading a fictional Eastern European Muslim country, called Redland, circa 2015. Blue’s actions were aimed at overthrowing Redland’s government, which possessed nuclear weapons, and replace it with a Blue-friendly regime.

What unfolded was a campaign that was part conventional warfare, part unorthodox “asymmetric” combat of the sort now seen in Iraq.

The notion that wars can be won quickly and painlessly has been banished from strategic planning, explained Clement “Bill” Rittenhouse, war game division chief.

The campaign in Unified Quest starts in 2012 and is expected to end no sooner than 2020. “In past war games, we tended to look at operations in terms of days, weeks and months. We all know that is not the case in the dynamics of 21st century warfare,” Rittenhouse told reporters. “We’ve given ourselves eight years to work this campaign to achieve strategic objectives.”

Another dimension of the game that parallels current events is the preponderant role that access to natural resources plays in the decision-making process.

Redland sits astride a major energy flow from Asia into Europe. It controls the distribution systems for natural gas and oil from the Caspian Sea basin. It also holds sway over a large portion of the electrical grid that supports Western Europe.

The power to cut off the energy supply to Western Europe gives Redland enormous leverage, said retired Army Lt. Gen. William G. Carter, commander of the Blue forces.

“We’ve gotten OPEC to increase production, but we have a global distribution problem because the Caspian distribution system goes through Redland,” he said. As a result, Blue took action to increase oil distribution by sea, which prompted Red to launch missile strikes against Blue ships, commercial tankers and major European ports such as Rotterdam.

Red’s ability to fire long-range missiles is attributed in part to the failures of Blue’s air force in destroying Red’s air defenses. Blue’s powerful air force, Carter explained, was easily deceived by decoys and wasted thousands of precision-guided bombs on phony targets.

These events, meanwhile, directly affect the United States, where the “average American will be pretty upset when gas hits $8 per gallon,” Carter said. “Every country is being affected by this cutoff of energy to Western Europe.”

In another similarity to what took place in Iraq after U.S. forces toppled Saddam Hussein, Blue commanders in the war game were unsuccessful in convincing the local population that they should support the invading force and its plan to install a more secular and moderate government.

“Where we have problems is in how do we define the enemy’s will,” Carter said. “That involves understanding the culture of the country. We haven’t had success influencing the population.”

The head of Blue’s information-warfare cell, Navy Capt. Al Pollard, attributed the failures to the disjointed nature of Blue’s information campaign. “It’s being done in an uncoordinated matter … You have psychological operations, deception, operational security, computer networks. We don’t see coherency.”

Intelligence collection also proves to be inadequate, Pollard noted. “We are good at counting ships, airplanes and tanks. That is not enough,” he said. “What you need to do is understand what’s behind that. We need to know things like the population reaction. Are we dealing with an insurgency? Is it a friendly population? Is there a way to drive a wedge between them and the government?”

Blue also bungled the domestic information war, asserted the commander of Red forces, played by Richard Hart Sinnreich, a retired Army colonel.

Red sees a U.S. government unwilling to put its public through any inconvenience or call upon the American people for sacrifice in order to win the war, said Sinnreich.

Taking a page from the Iraqi insurgency, the Red commanders decided that the way to beat Blue was to make the war “long and expensive,” he added. Unfortunately for Blue, its plan was based on winning “quickly and cheaply.”

Retired Army Lt. Col. Bob Topping, the chief of staff of the Red force, pointed to another Blue weakness: A blatant move by the United States to pull together a coalition where it is “using European allies as its puppets.” Red is banking on the likelihood that the Blue coalition eventually will fall apart.

Like insurgents in Iraq today, Red is aggressively targeting Blue’s supply lines. “We’ll generally avoid combat head on. We take a roundabout approach, attacking their fuel convoys, transportation, ammunition, things that are not well defended.”

A potential Achilles’ heel for Blue is that its forces are overstretched in Redland, a huge country with densely populated “mega-cities,” said Sinnreich. “Blue is trying to bite a very big apple with a very small mouth.”

The scenario in Unified Quest, in many ways, was designed to set up Blue for failure, Army officials said, because the point of a war game is precisely to stress the capabilities of the force. Proof that the gambit worked was that the Iraq commanders observing the game told Army planners that the scenario was “too hard,” said Army Brig. Gen. David A. Fastabend, director of concept development and experimentation.

The feedback from Iraq commanders was that “we wouldn’t want to do this,” said Fastabend. “That’s a fairly typical military reaction. If there is a way to not do this, we’d prefer to not do it.” That response was welcome by war game planners, however, “because you want to pose a very difficult scenario, one that is going to stress your concepts to the breaking point.”

Past iterations of Unified Quest had featured a fictitious Middle East country called Nair as the “Red” enemy. But in a sign that even fabricated war games can become politically sensitive, the Army nixed Nair in the enemy role, and replaced it with Redland, to stave off criticism that the game was concocted to help the Pentagon plan a war against Iran.

“Some said we were conducting ‘pre-war’ games. But that was not the case,” said Gen. Kevin Byrnes, head of the Army Training and Doctrine Command.

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